;小道具用
[Statedef 7000]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 1
anim = 7000

[State 7000, 1]
type = varset
trigger1 = floor(parent,fvar(9))-floor(parent,fvar(9)*0.1)*10 = 1
v = 0
value = 100

[State 7000, 1]
type = varrangeset
trigger1 = floor(parent,fvar(9)*0.1)-floor(parent,fvar(9)*0.01)*10 = 1
value = 80
first = 5
last = 7


;アルカナ別攻撃力補正
[State -3, 1];愛
type = varset
trigger1 = root,var(1) = 1
fv = 0
value = 1
[State -3, 1];雷
type = varset
trigger1 = root,var(1) = 2
fv = 0
value = 1.01
[State -3, 1];時
type = varset
trigger1 = root,var(1) = 3
fv = 0
value = 1
[State -3, 1];樹
type = varset
trigger1 = root,var(1) = 4
fv = 0
value = 1
[State -3, 1];土
type = varset
trigger1 = root,var(1) = 5
fv = 0
value = 0.98
[State -3, 1];火
type = varset
trigger1 = root,var(1) = 6
fv = 0
value = 1.03
[State -3, 1];風
type = varset
trigger1 = root,var(1) = 7
fv = 0
value = 0.97
[State -3, 1];闇
type = varset
trigger1 = root,var(1) = 8
fv = 0
value = 1
[State -3, 1];魔
type = varset
trigger1 = root,var(1) = 9
fv = 0
value = 1.01
[State -3, 1];水
type = varset
trigger1 = root,var(1) = 10
fv = 0
value = 1
[State -3, 1];鋼
type = varset
trigger1 = root,var(1) = 11
fv = 0
value = 1.02
[State -3, 1];光
type = varset
trigger1 = root,var(1) = 12
fv = 0
value = 0.98


;アルカナ別防御力補正
[State -3, 1];愛
type = varset
trigger1 = root,var(1) = 1
fv = 1
value = 1
[State -3, 1];雷
type = varset
trigger1 = root,var(1) = 2
fv = 1
value = 1.061
[State -3, 1];時
type = varset
trigger1 = root,var(1) = 3
fv = 1
value = 1.051
[State -3, 1];樹
type = varset
trigger1 = root,var(1) = 4
fv = 1
value = 1.071
[State -3, 1];土
type = varset
trigger1 = root,var(1) = 5
fv = 1
value = 0.939
[State -3, 1];火
type = varset
trigger1 = root,var(1) = 6
fv = 1
value = 1.041
[State -3, 1];風
type = varset
trigger1 = root,var(1) = 7
fv = 1
value = 1.081
[State -3, 1];闇
type = varset
trigger1 = root,var(1) = 8
fv = 1
value = 1.041
[State -3, 1];魔
type = varset
trigger1 = root,var(1) = 9
fv = 1
value = 1.01
[State -3, 1];水
type = varset
trigger1 = root,var(1) = 10
fv = 1
value = 0.99
[State -3, 1];鋼
type = varset
trigger1 = root,var(1) = 11
fv = 1
value = 0.98
[State -3, 1];光
type = varset
trigger1 = root,var(1) = 12
fv = 1
value = 1.061




[State -2, 1];逆根性値
type = varset
trigger1 = 1
;trigger1 = P2name != "Aoko_new_moon_style" && P2name != "Celesty" && P2name = "Nazuna_Inuwaka"
fv = 2
value = ifelse(enemynear(0),Life > 400,1,1-(0.3-(0.075*(enemynear(0),Life*0.01))))

[State -2, 1];逆根性値なし
type = varset
trigger1 = P2name = "Aoko_new_moon_style" || P2name = "Celesty" || P2name = "Nazuna_Inuwaka"
fv = 2
value = 1

;11P朝露強化
[State 7000, 1]
type = varset
trigger1 = root,stateno = 4200
v = 13
value = 600

[State 7000, 1]
type = varadd
trigger1 = var(13) > 0
v = 13
value = -1


[State -2, 1];各種状態異常
type = varset
trigger1 = 1
fv = 3
value = 1+ifelse(root,palno = 11,0.1,0)+ifelse(var(13)>0,0.3,0)



;==========================================================================================
;カットイン
;==========================================================================================
[State 7200, 1]
type = Explod
;triggerall = root,TeamSide = 1
triggerall = NumExplod(6100) = 0
trigger1 = root,stateno = 8000 || root,stateno = 21300
trigger1 = root,time = 1
trigger2 = root,stateno = 8100 || root,stateno = 21400
trigger2 = root,time = 1
trigger3 = root,stateno = 8200 || root,stateno = 21500
trigger3 = root,time = 1
trigger4 = root,stateno = 8300 || root,stateno = 21600
trigger4 = root,time = 1
trigger5 = root,stateno = 8400 || root,stateno = 21700
trigger5 = root,time = 1
anim = 6100
ID = 6100
pos = ifelse(root,facing = 1,ifelse(TeamSide = 1,0,320),ifelse(TeamSide = 1,320,0)),240
postype = back
facing = ifelse(root,facing = 1,ifelse(TeamSide = 1,1,-1),ifelse(TeamSide = 1,-1,1))
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -1
ownpal = 1
removeongethit = 1
;ignorehitpause = 1

[State 7200, 2]
type = null;PalFX
trigger1 = root,stateno = 8000 || root,stateno = 21300
trigger1 = root,animelemno(0) = 15 ; 消滅が始まる時間
trigger2 = root,stateno = 8100 || root,stateno = 21400
trigger2 = root,animelemno(0) = 14
trigger3 = root,stateno = 8200 || root,stateno = 21500
trigger3 = root,animelemtime(2) = 4
trigger4 = root,stateno = 8300 || root,stateno = 21600
trigger4 = root,animelemtime(4) = 4
trigger5 = root,stateno = 8400 || root,stateno = 21700
trigger5 = root,animelemtime(4) = 7
time = 10 ; 消え終わるまでの時間
add = -128,-128,-128
sinadd = -256,-256,-256,104
;ignorehitpause = 1


[State 7200, 2]
type = BGPalFx
trigger1 = root,stateno = 2900
trigger1 = root,animelemtime(2) = 18
time = 15
mul = 256,256,256
ignorehitpause = 0

[State 7200, 2]
type = BGPalFx
trigger1 = root,var(29) = 1 || root,var(29) = 3
trigger1 = root,stateno != 2900
time = 1
mul = 128,128,128
ignorehitpause = 0

;==========================================================================================
;霊力ゲージ
;==========================================================================================
[State 7100, 1]
type = varset
trigger1 = time = 0
v = 0
value = ifelse(root,palno = 12,100,80)
persistent = 0

[State 7100, 1]
type = varset
trigger1 = var(1) = 1
trigger1 = var(2) = 80
v = 0
value = ifelse(root,palno = 12,100,80)

[State 7100, 1]
type = varset
triggerall = root,time = 1
trigger1 = root,stateno = 1700
trigger2 = root,stateno = [3000,4200]
trigger3 = root,stateno = [8000,8300]
trigger4 = root,stateno = 8400
v = 3
value = ifelse(root,palno = 12,0,45)

[State 7100, 1]
type = varadd
trigger1 = var(3) > 0
trigger1 = root,stateno != 1700
trigger1 = root,stateno != [3000,4200]
trigger1 = root,stateno != [8000,8300]
v = 3
value = ifelse(var(0) >= 0,-1,-45)

[State 7100, 2]
type = playsnd
trigger1 = var(1) = 1
trigger1 = var(2) = 80
value = S2, 5
channel = 4
volume = var(21)

[State 7100, 2]
type = varrangeset
trigger1 = var(1) = 1
trigger1 = var(2) = 80
first = 1
last = 2
value = 0

[State 7100, 2]
type = varadd
triggerall = root,palno <= 11
triggerall = Numhelper(7050) >= 1
trigger1 = 1
trigger1 = var(0) = [0,79]
trigegr1 = var(1) = 0
trigger1 = var(3) = 0
trigger1 = root,stateno != 1700
trigger1 = root,stateno != [3000,4200]
trigger1 = root,stateno != [8000,8300]
trigger1 = root,stateno != [20010,21999]
trigger1 = helper(7050),var(0) = 0
v = 0
value = 1
persistent = 3

[State 7100, 2]
type = varadd
triggerall = root,palno = 12
trigger1 = var(0) = [0,99]
trigegr1 = var(1) = 0
trigger1 = var(3) = 0
trigger1 = root,stateno != 1700
trigger1 = root,stateno != [3000,4200]
trigger1 = root,stateno != [8000,8300]
trigger1 = root,stateno != [20010,21999]
v = 0
value = 2
persistent = 3

[State 7100, 3]
type = varset
trigger1 = var(0) >= 100
v = 0
value = 100

[State 7100, 4]
type = varset
trigger1 = var(0) < 0
trigger1 = var(1) = 0
v = 1
value = 390

[State 7100, 1]
type = PlaySnd
trigger1 = var(1) = 390
value = S2, 4
channel = 4
volume = var(21)
persistent = 5

[State 7100, 5]
type = varadd
trigger1 = var(1) = [2,390]
v = 1
value = -1

[State 7100, 4]
type = varadd
trigger1 = var(0) < 0
trigger1 = var(1) = 1
trigger1 = var(2) < 80
v = 2
value = 1
persistent = 4

[State 7100, 4]
type = varadd
trigger1 = var(0) < 0
trigger1 = var(1) = 1
trigger1 = var(2) < 80
v = 2
value = 1
persistent = 4

[State 7100, 5];霊力ゲージ量
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = var(0) >= 0
trigger1 = NumExplod(7101) = 0
anim = 7101
ID = 7101
pos = 72, 214
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7100, 5];霊力ゲージ量（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(0) >= 0
trigger1 = NumExplod(7111) = 0
anim = 7111
ID = 7111
pos = 21, 214
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 0
ignorehitpause = 1

[State 7100, 5];霊力ゲージ量（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = var(0) >= 0
trigger1 = NumExplod(7121) = 0
anim = 7101
ID = 7121
pos = 33+ifelse(teamside=1,0,1), 212
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1


[State 7100, 6];ゲージ量変化
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = var(0) = [0, 100]
trigger1 = NumExplod(7101) = 1
ID = 7101
pos = 72, 214
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(Teamside = 1, 1, -1)*(0.5*var(0))/100 , 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7100, 6];ゲージ量変化（アルカナ２）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(0) = [0, 100]
trigger1 = NumExplod(7111) = 1
ID = 7111
pos = 21, 214
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(Teamside = 1, 1, -1)*(0.5*var(0))/100 , 0.5
sprpriority = 6
ownpal = 0
ignorehitpause = 1

[State 7100, 1];霊力MAX
type = palfx
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(0) = 100
trigger1 = NumExplod(7111) = 1
time = 1
add = 36,-15,-170

;204,240,240

;204,185,30
;244,225,70

[State 7100, 6];ゲージ量変化（アレンジ）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = var(0) = [0, 100]
trigger1 = NumExplod(7121) = 1
ID = 7121
pos = 33+ifelse(teamside=1,0,1), 212
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(Teamside = 1, 1, -1)*(0.5*var(0))/100 , 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1


[State 7100, 4];霊力切れ状態１
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = var(0) < 0
trigger1 = var(2) = 0
trigger1 = NumExplod(7102) = 0
anim = 7102
ID = 7102
pos = 72, 214
postype = back
facing = ifelse(Teamside = 1, 1, 1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 0
ignorehitpause = 1

[State 7100, 4];霊力切れ状態１（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(0) < 0
trigger1 = var(2) = 0
trigger1 = NumExplod(7112) = 0
anim = 7112
ID = 7112
pos = 21, 214
postype = back
facing = ifelse(Teamside = 1, 1, 1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 0
ignorehitpause = 1

[State 7100, 4];霊力切れ状態１（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = var(0) < 0
trigger1 = var(2) = 0
trigger1 = NumExplod(7122) = 0
anim = 7102
ID = 7122
pos = 33+ifelse(teamside=1,0,1), 212
postype = back
facing = ifelse(Teamside = 1, 1, 1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 0
ignorehitpause = 1


[State 7100, 4];霊力切れ状態２
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = var(0) < 0
trigger1 = var(1) = 1
trigger1 = var(2) >= 1
trigger1 = NumExplod(7103) = 0
anim = 7102
ID = 7103
pos = 71, 214
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7100, 4];霊力切れ状態２（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(0) < 0
trigger1 = var(1) = 1
trigger1 = var(2) >= 1
trigger1 = NumExplod(7113) = 0
anim = 7112
ID = 7113
pos = 21, 214
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7100, 4];霊力切れ状態２（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = var(0) < 0
trigger1 = var(1) = 1
trigger1 = var(2) >= 1
trigger1 = NumExplod(7123) = 0
anim = 7102
ID = 7123
pos = 33+ifelse(teamside=1,0,1), 212
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1


[State 7100, 6];霊力切れ中の変化
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = var(2) = [1, 80]
trigger1 = NumExplod(7103) = 1
ID = 7103
pos = 71, 214
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(Teamside = 1, 1, -1)*(0.5*var(2))/100 , 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7100, 6];霊力切れ中の変化（アルカナ２）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(2) = [1, 80]
trigger1 = NumExplod(7113) = 1
ID = 7113
pos = 21, 214
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(Teamside = 1, 1, -1)*(0.5*var(2))/100 , 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7100, 6];霊力切れ中の変化（アレンジ）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = var(2) = [1, 80]
trigger1 = NumExplod(7123) = 1
ID = 7123
pos = 33+ifelse(teamside=1,0,1), 212
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(Teamside = 1, 1, -1)*(0.5*var(2))/100 , 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1


[State 7100, 4];霊力切れ
type = RemoveExplod
trigger1 = var(0) < 0
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7101
ignorehitpause = 1
[State 7100, 4];霊力切れ
type = RemoveExplod
trigger1 = var(0) < 0
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7111
ignorehitpause = 1
[State 7100, 4];霊力切れ
type = RemoveExplod
trigger1 = var(0) < 0
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7121
ignorehitpause = 1


[State 7100, 4];霊力切れ状態２へ
type = RemoveExplod
trigger1 = var(0) < 0
trigger1 = var(1) = 1
trigger2 = floor(root,fvar(9)*0.001) != 1
trigger3 = var(0) = 80
ID = 7102
ignorehitpause = 1
[State 7100, 4];霊力切れ状態２へ
type = RemoveExplod
trigger1 = var(0) < 0
trigger1 = var(1) = 1
trigger2 = floor(root,fvar(9)*0.001) != 2
trigger3 = var(0) = 80
ID = 7112
ignorehitpause = 1
[State 7100, 4];霊力切れ状態２へ
type = RemoveExplod
trigger1 = var(0) < 0
trigger1 = var(1) = 1
trigger2 = floor(root,fvar(9)*0.001) != 3
trigger3 = var(0) = 80
ID = 7122


[State 7100, 4];霊力戻る
type = RemoveExplod
trigger1 = var(0) >= 0
trigger1 = var(1) = 0
trigger2 = floor(root,fvar(9)*0.001) != 1
trigger3 = var(0) = 80
ID = 7103
ignorehitpause = 1
[State 7100, 4];霊力戻る
type = RemoveExplod
trigger1 = var(0) >= 0
trigger1 = var(1) = 0
trigger2 = floor(root,fvar(9)*0.001) != 2
trigger3 = var(0) = 80
ID = 7113
ignorehitpause = 1
[State 7100, 4];霊力戻る
type = RemoveExplod
trigger1 = var(0) >= 0
trigger1 = var(1) = 0
trigger2 = floor(root,fvar(9)*0.001) != 3
trigger3 = var(0) = 80
ID = 7123
ignorehitpause = 1


;---------------------------
;霊力消費
;---------------------------
;[State 7100, 5]
;type = varadd
;trigger1 = root,movetype != H
;trigger1 = root,stateno = 
;trigger1 = root,anim = 
;trigger1 = root,time = 1
;v = 0
;value = -20

[State 7100, 5]
type = varadd
triggerall = root,movetype != H
triggerall = root,time = 1
trigger1 = root,stateno = 3000 || root,stateno = 20010
trigger1 = root,anim = 3000
trigger2 = root,stateno = 3100 || root,stateno = 20100
trigger2 = root,anim = 3100
trigger3 = root,stateno = 3200 || root,stateno = 20200
trigger3 = root,anim = 3200
trigger4 = root,stateno = 1700
trigger4 = root,anim = 1700
v = 0
value = -10

[State 7100, 5]
type = varadd
trigger1 = root,palno = 12
trigger1 = Numhelper(7050) = 1
trigger1 = helper(7050),stateno = 1710
trigger1 = helper(7050),time = 1
v = 0
value = -10

[State 7100, 5]
type = varadd
triggerall = root,movetype != H
triggerall = root,time = 1
trigger1 = root,stateno = 3010 || root,stateno = 20020
trigger1 = root,anim = 3010
trigger2 = root,stateno = 3110
trigger2 = root,anim = 3110
trigger3 = root,stateno = 3210
trigger3 = root,anim = 3210
v = 0
value = -25

[State 7100, 5]
type = varadd
triggerall = root,movetype != H
triggerall = root,time = 1
trigger1 = root,stateno = 3300 || root,stateno = 20300
trigger1 = root,anim = 3300
v = 0
value = -5

[State 7100, 5]
type = varset
triggerall = root,movetype != H
trigger1 = root,stateno = 3350 || root,stateno = 20350
trigger1 = root,anim = 3350
trigger1 = root,animelem = 51
trigger2 = root,stateno = 4200 || root,stateno = 21200
trigger2 = root,anim = 4200
trigger2 = root,time = 1
v = 0
value = 100

[State 7100, 5]
type = varset
triggerall = root,movetype != H
trigger1 = root,stateno = 20007 || root,stateno = 20008
v = 0
value = 80

[State 7100, 5]
type = varrangeset
triggerall = root,movetype != H
trigger1 = root,stateno = 20007 || root,stateno = 20008
value = 0
first = 1
last = 2


[State 7100, 5]
type = varadd
triggerall = root,movetype != H
triggerall = root,time = 1
trigger1 = root,stateno = 3400 || root,stateno = 20400
trigger1 = root,anim = 3400
trigger2 = root,stateno = 3500 || root,stateno = 20500
trigger2 = root,anim = 3500
trigger3 = root,stateno = 3600 || root,stateno = 20600
trigger3 = root,anim = 3600
trigger4 = root,stateno = 3900 || root,stateno = 20900
trigger4 = root,anim = 3900
trigger5 = root,stateno = 4000 || root,stateno = 21000
trigger5 = root,anim = 4000
trigger6 = root,stateno = 4100 || root,stateno = 21100
trigger6 = root,anim = 4100
v = 0
value = -20

[State 7100, 5]
type = varadd
triggerall = root,palno <= 11
trigger1 = Numhelper(7050) >= 1
trigger1 = helper(7050),var(0) = 1
trigger1 = time%60 = 0
v = 0
value = -1

[State 7100, 3800]
type = varadd
triggerall = root,stateno = 3800 || root,stateno = 20800
triggerall = root,movetype != H
trigger1 = root,time = 1
v = 0
value = -10*root,var(20)

[State 7100, 3800]
type = varadd
triggerall = root,stateno = 3800 || root,stateno = 20800
triggerall = root,movetype != H
triggerall = Numhelper(3810) >= 1
triggerall = helper(3810),var(1) >= 5
trigger1 = root,var(20) = 1 && (helper(3810),var(1)-5)%38 = 0
trigger2 = root,var(20) = 2 && (helper(3810),var(1)-5)%18 = 0
trigger3 = root,var(20) = 3 && (helper(3810),var(1)-5)%8 = 0
trigger4 = root,var(20) = 4 && (helper(3810),var(1)-5)%8 = 0
v = 0
value = -5

[State 7100, 8000]
type = varadd
trigger1 = root,stateno = 8000 || root,stateno = 8100 || root,stateno = 8200 || root,stateno = 8300 || root,stateno = 21300 || root,stateno = 21400 || root,stateno = 21500 || root,stateno = 21600
trigger1 = root,movetype != H
trigger1 = root,animelemtime(1) = 1
v = 0
value = -40

[State 7100, 5]
type = varadd
triggerall = root,movetype != H
triggerall = root,time = 1
trigger1 = root,stateno = 8400 || root,stateno = 21700
trigger1 = root,anim = 8400
v = 0
value = -100

[State 7100, 5]
type = varadd
trigger1 = root,movetype != H
trigger1 = root,stateno = 8500
trigger1 = root,anim = 8500
trigger1 = root,time = 1
v = 0
value = -120


;==========================================================================================
;ホーミングゲージ
;==========================================================================================
;100=-45,-170
;90=100-10

;アルカナ別ホーミングゲージ回復速度補正
[State 7500, 1];愛
type = varset
trigger1 = parent,var(1) = 1
trigger1 = var(9) := 0
v = 8
value = 0
[State 7500, 1];雷
type = varset
trigger1 = parent,var(1) = 2
trigger1 = var(9) := -17
v = 8
value = -5
[State 7500, 1];時
type = varset
trigger1 = parent,var(1) = 3
trigger1 = var(9) := -94
v = 8
value = -25
[State 7500, 1];樹
type = varset
trigger1 = parent,var(1) = 4
trigger1 = var(9) := 0
v = 8
value = 0
[State 7500, 1];土
type = varset
trigger1 = parent,var(1) = 5
trigger1 = var(9) := -102
v = 8
value = -27
[State 7500, 1];火
type = varset
trigger1 = parent,var(1) = 6
trigger1 = var(9) := -17
v = 8
value = -5
[State 7500, 1];風
type = varset
trigger1 = parent,var(1) = 7
trigger1 = var(9) := 17
v = 8
value = 5
[State 7500, 1];闇
type = varset
trigger1 = parent,var(1) = 8
trigger1 = var(9) := -34
v = 8
value = -9
[State 7500, 1];魔
type = varset
trigger1 = parent,var(1) = 9
trigger1 = var(9) := -34
v = 8
value = -9
[State 7500, 1];水
type = varset
trigger1 = parent,var(1) = 10
trigger1 = var(9) := -17
v = 8
value = -5
[State 7500, 1];鋼
type = varset
trigger1 = parent,var(1) = 11
trigger1 = var(9) := 0
v = 8
value = 0
[State 7500, 1];光
type = varset
trigger1 = parent,var(1) = 12
trigger1 = var(9) := 9
v = 8
value = 2



[State 7500, 1]
type = varrangeset
trigger1 = time = 0
first = 5
last = 7
value = 80
persistent = 0

[State 7500, 2];通常1
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = NumExplod(7501) = 0
anim = 7502
ID = 7501
pos = 102, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];通常1（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = NumExplod(7531) = 0
anim = 7532
ID = 7531
pos = 94+ifelse(teamside = 1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.49, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];通常1（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7561) = 0
anim = 7502
ID = 7561
pos = 94+ifelse(teamside=1,0,1), 214
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1


[State 7500, 2]
type = RemoveExplod
trigger1 = var(5) < 80
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7501
[State 7500, 2]
type = RemoveExplod
trigger1 = var(5) < 80
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7531
[State 7500, 2]
type = RemoveExplod
trigger1 = var(5) < 80
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7561

[State 7500, 2];バツ1
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = var(5) < -45+var(8)
trigger1 = NumExplod(7511) = 0
anim = 7505
ID = 7511
pos = 101, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];バツ1（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(5) < -45+var(8)
trigger1 = NumExplod(7541) = 0
anim = 7537
ID = 7541
pos = 92+ifelse(teamside=1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];バツ1（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = var(5) < -45+var(8)
trigger1 = NumExplod(7571) = 0
anim = 7505
ID = 7571
pos = 93+ifelse(teamside=1,0,1), 214
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1


[State 7500, 2]
type = RemoveExplod
trigger1 = var(5) >= -45+var(8)
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7511
[State 7500, 2]
type = RemoveExplod
trigger1 = var(5) >= -45+var(8)
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7541
[State 7500, 2]
type = RemoveExplod
trigger1 = var(5) >= -45+var(8)
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7571


[State 7500, 2];増加中1
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = var(5) = [0,79]
trigger1 = NumExplod(7521) = 0
anim = 7503
ID = 7521
pos = 102, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];増加中1（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(5) = [0,79]
trigger1 = NumExplod(7551) = 0
anim = 7533
ID = 7551
pos = 94+ifelse(teamside = 1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1
[State 7500, 2];増加中1（アルカナ２その２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(5) = [-45+var(8),-1]
trigger1 = NumExplod(7554) = 0
anim = 7534
ID = 7554
pos = 93, 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2]
type = RemoveExplod
trigger1 = floor(root,fvar(9)*0.001) != 2
trigger2 = var(5) != [-45+var(8),-1]
ID = 7554

[State 7500, 2];増加中1（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = var(5) = [0,79]
trigger1 = NumExplod(7581) = 0
anim = 7503
ID = 7581
pos = 94+ifelse(teamside=1,0,1), 214
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1


[State 7500, 2];ゲージ量変化1
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = NumExplod(7521) = 1
ID = 7521
pos = 102, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(var(5) <= 0,0,var(5)*0.00625), 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7500, 2];ゲージ量変化1（アルカナ２）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = NumExplod(7551) = 1
ID = 7551
pos = 94+ifelse(teamside = 1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(var(5) <= 0,0,var(5)*0.006125), 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7500, 2];ゲージ量変化1（アレンジ）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7581) = 1
ID = 7581
pos = 94+ifelse(teamside=1,0,1), 214
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(var(5) <= 0,0,var(5)*0.00625), 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1


[State 7500, 2]
type = RemoveExplod
trigger1 = var(5) = 80
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7521
[State 7500, 2]
type = RemoveExplod
trigger1 = var(5) = 80
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7551
[State 7500, 2]
type = RemoveExplod
trigger1 = var(5) = 80
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7581



[State 7500, 2];通常2
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = NumExplod(7502) = 0
anim = 7502
ID = 7502
pos = 76, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];通常2（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = NumExplod(7532) = 0
anim = 7532
ID = 7532
pos = 70+ifelse(teamside = 1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.48, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];通常2（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7562) = 0
anim = 7502
ID = 7562
pos = 101+ifelse(teamside=1,0,1), 224
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1


[State 7500, 2]
type = RemoveExplod
trigger1 = var(6) < 80
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7502
[State 7500, 2]
type = RemoveExplod
trigger1 = var(6) < 80
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7532
[State 7500, 2]
type = RemoveExplod
trigger1 = var(6) < 80
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7562


[State 7500, 2];バツ2
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = var(6) < -45+var(8)
trigger1 = NumExplod(7512) = 0
anim = 7505
ID = 7512
pos = 75, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];バツ2（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(6) < -45+var(8)
trigger1 = NumExplod(7542) = 0
anim = 7538
ID = 7542
pos = 68+ifelse(teamside=1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];バツ2（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = var(6) < -45+var(8)
trigger1 = NumExplod(7572) = 0
anim = 7505
ID = 7572
pos = 101+ifelse(teamside=1,-1,0), 224
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1


[State 7500, 2]
type = RemoveExplod
trigger1 = var(6) >= -45+var(8)
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7512
[State 7500, 2]
type = RemoveExplod
trigger1 = var(6) >= -45+var(8)
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7542
[State 7500, 2]
type = RemoveExplod
trigger1 = var(6) >= -45+var(8)
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7572


[State 7500, 2];増加中2
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = var(6) = [0,79]
trigger1 = NumExplod(7522) = 0
anim = 7503
ID = 7522
pos = 76, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];増加中2（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(6) = [0,79]
trigger1 = NumExplod(7552) = 0
anim = 7533
ID = 7552
pos = 70+ifelse(teamside=1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1
[State 7500, 2];増加中2（アルカナ２その２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(6) = [-45+var(8),-1]
trigger1 = NumExplod(7555) = 0
anim = 7535
ID = 7555
pos = 68+ifelse(teamside = 1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2]
type = RemoveExplod
trigger1 = floor(root,fvar(9)*0.001) != 2
trigger2 = var(6) != [-45+var(8),-1]
ID = 7555


[State 7500, 2];増加中2（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = var(6) = [0,79]
trigger1 = NumExplod(7582) = 0
anim = 7503
ID = 7582
pos = 101+ifelse(teamside=1,0,1), 224
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1


[State 7500, 2];ゲージ量変化2
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = NumExplod(7522) = 1
ID = 7522
pos = 76, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(var(6) <= 0,0,var(6)*0.00625), 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7500, 2];ゲージ量変化2（アルカナ２）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = NumExplod(7552) = 1
ID = 7552
pos = 70+ifelse(teamside=1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(var(6) <= 0,0,var(6)*0.006), 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7500, 2];ゲージ量変化2（アレンジ）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7582) = 1
ID = 7582
pos = 101+ifelse(teamside=1,0,1), 224
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(var(6) <= 0,0,var(6)*0.00625), 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1


[State 7500, 2]
type = RemoveExplod
trigger1 = var(6) = 80
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7522
[State 7500, 2]
type = RemoveExplod
trigger1 = var(6) = 80
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7552
[State 7500, 2]
type = RemoveExplod
trigger1 = var(6) = 80
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7582


[State 7500, 2];通常3
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = NumExplod(7503) = 0
anim = 7502
ID = 7503
pos = 50, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];通常3（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = NumExplod(7533) = 0
anim = 7532
ID = 7533
pos = 45+ifelse(teamside=1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.49, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];通常3（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7563) = 0
anim = 7502
ID = 7563
pos = 94+ifelse(teamside=1,0,1), 234
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2]
type = RemoveExplod
trigger1 = var(7) < 80
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7503
[State 7500, 2]
type = RemoveExplod
trigger1 = var(7) < 80
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7533
[State 7500, 2]
type = RemoveExplod
trigger1 = var(7) < 80
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7563

[State 7500, 2];バツ3
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = var(7) < -45+var(8)
trigger1 = NumExplod(7513) = 0
anim = 7505
ID = 7513
pos = 49, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];バツ3（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(7) < -45+var(8)
trigger1 = NumExplod(7543) = 0
anim = 7539
ID = 7543
pos = 43+ifelse(teamside=1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];バツ3（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = var(7) < -45+var(8)
trigger1 = NumExplod(7573) = 0
anim = 7505
ID = 7573
pos = 93+ifelse(teamside=1,0,1), 234
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2]
type = RemoveExplod
trigger1 = var(7) >= -45+var(8)
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7513
[State 7500, 2]
type = RemoveExplod
trigger1 = var(7) >= -45+var(8)
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7543
[State 7500, 2]
type = RemoveExplod
trigger1 = var(7) >= -45+var(8)
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7573


[State 7500, 2];増加中3
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = var(7) = [0,79]
trigger1 = NumExplod(7523) = 0
anim = 7503
ID = 7523
pos = 50, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];増加中3（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(7) = [0,79]
trigger1 = NumExplod(7553) = 0
anim = 7533
ID = 7553
pos = 45+ifelse(teamside=1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1
[State 7500, 2];増加中3（アルカナ２その２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = var(7) = [-45+var(8),-1]
trigger1 = NumExplod(7556) = 0
anim = 7536
ID = 7556
pos = 43+ifelse(teamside = 1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2]
type = RemoveExplod
trigger1 = floor(root,fvar(9)*0.001) != 2
trigger2 = var(7) != [-45+var(8),-1]
ID = 7556


[State 7500, 2];増加中3（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = var(7) = [0,79]
trigger1 = NumExplod(7583) = 0
anim = 7503
ID = 7583
pos = 94+ifelse(teamside=1,0,1), 234
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1

[State 7500, 2];ゲージ量変化3
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = NumExplod(7523) = 1
ID = 7523
pos = 50, 222
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(var(7) <= 0,0,var(7)*0.00625), 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7500, 2];ゲージ量変化3（アルカナ２）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = NumExplod(7553) = 1
ID = 7553
pos = 45+ifelse(teamside=1,0,1), 225
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(var(7) <= 0,0,var(7)*0.00615), 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State 7500, 2];ゲージ量変化3（アレンジ）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7583) = 1
ID = 7583
pos = 94+ifelse(teamside=1,0,1), 234
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(var(7) <= 0,0,var(7)*0.00625), 0.5
sprpriority = 6
ownpal = 1
ignorehitpause = 1


[State 7500, 2]
type = RemoveExplod
trigger1 = var(7) = 80
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7523
[State 7500, 2]
type = RemoveExplod
trigger1 = var(7) = 80
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7553
[State 7500, 2]
type = RemoveExplod
trigger1 = var(7) = 80
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7583


;76,50

;var(5)=80,  var(5)*x=0.5  x=0.00625
;170f
;7 6 5

[State 7500, 1]
type = varrangeset
trigger1 = parent,stateno = 2900
value = 80
first = 5
last = 7
persistent = 0

[State 7500, 1]
type = varset
trigger1 = root,stateno = 2000 || root,stateno = 2100 || root,stateno = 2201 || root,stateno = 2202 || root,stateno = 2301 || root,stateno = 2302 || root,stateno = 2401 || root,stateno = 2402 || root,stateno = 2500 || root,stateno = 2600
trigger1 = root,time = 1
trigger1 = root,var(12) = 1
v = 4
value = 1

[State 7500, 1]
type = varset
trigger1 = enemynear(0),movetype != H
trigger1 = enemynear(0),stateno != [5000,5999]
v = 4
value = 0

[State 7500, 1]
type = varset
trigger1 = root,stateno = 2000 || root,stateno = 2100 || root,stateno = 2201 || root,stateno = 2202 || root,stateno = 2301 || root,stateno = 2302 || root,stateno = 2401 || root,stateno = 2402 || root,stateno = 2500 || root,stateno = 2600
trigger1 = root,time = 1
trigger1 = var(5) < 80
trigger1 = var(6) < 80
trigger1 = var(7) = 80
v = 7
value = ifelse(root,var(12) = 0,-45+var(8),-170+var(9))

[State 7500, 1]
type = varset
trigger1 = root,stateno = 2000 || root,stateno = 2100 || root,stateno = 2201 || root,stateno = 2202 || root,stateno = 2301 || root,stateno = 2302 || root,stateno = 2401 || root,stateno = 2402 || root,stateno = 2500 || root,stateno = 2600
trigger1 = root,time = 1
trigger1 = var(7) < var(6)
v = 7
value = var(6)

[State 7500, 1]
type = varset
triggerall = root,stateno = 2000 || root,stateno = 2100 || root,stateno = 2201 || root,stateno = 2202 || root,stateno = 2301 || root,stateno = 2302 || root,stateno = 2401 || root,stateno = 2402 || root,stateno = 2500 || root,stateno = 2600
triggerall = root,time = 1
trigger1 = var(5) < 80
trigger1 = var(6) = 80
trigger2 = var(7) = var(6)
trigger2 = var(5) < 80
trigger2 = var(6) < 80
trigger2 = var(7) < 80
v = 6
value = ifelse(root,var(12) = 0,-45+var(8),-170+var(9))

[State 7500, 1]
type = varset
triggerall = root,stateno = 2000 || root,stateno = 2100 || root,stateno = 2201 || root,stateno = 2202 || root,stateno = 2301 || root,stateno = 2302 || root,stateno = 2401 || root,stateno = 2402 || root,stateno = 2500 || root,stateno = 2600
trigger1 = root,time = 1
trigger1 = var(6) < var(5)
v = 6
value = var(5)

[State 7500, 1]
type = varset
triggerall = root,stateno = 2000 || root,stateno = 2100 || root,stateno = 2201 || root,stateno = 2202 || root,stateno = 2301 || root,stateno = 2302 || root,stateno = 2401 || root,stateno = 2402 || root,stateno = 2500 || root,stateno = 2600
triggerall = root,time = 1
trigger1 = var(5) = 80
trigger2 = var(6) = var(5)
trigger2 = var(5) < 80
trigger2 = var(6) < 80
trigger2 = var(7) = 80
trigger3 = var(6) = var(5)
trigger3 = var(5) < 80
trigger3 = var(6) < 80
trigger3 = var(7) < 80
v = 5
value = ifelse(root,var(12) = 0,-45+var(8),-170+var(9))


[State 7500, 1]
type = varadd
trigger1 = var(4) = 0
trigger1 = root,stateno != [2000,2600]
trigger1 = var(5) < 80
trigger1 = var(6) = 80
trigger1 = var(7) = 80
v = 5
value = 1

[State 7500, 1]
type = varadd
trigger1 = var(4) = 0
trigger1 = root,stateno != [2000,2600]
trigger1 = var(6) < 80
trigger1 = var(7) = 80
v = 6
value = 1

[State 7500, 1]
type = varadd
trigger1 = var(4) = 0
trigger1 = root,stateno != [2000,2600]
trigger1 = var(7) < 80
v = 7
value = 1





;==========================================================================================
;パワーゲージ
;==========================================================================================
[State 7800, 1];パワーゲージ枠（アルカナ１）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = NumExplod(7800) = 0
anim = ifelse(TeamSide = 1,7800,7801)
ID = 7800
pos = ifelse(Teamside = 1,42,126), 230
postype = back
facing = ifelse(TeamSide = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1

[State 7900, 1];パワーゲージ枠（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = NumExplod(7900) = 0 && root,var(29) <= 1
trigger2 = NumExplod(7909) = 0 && root,var(29) >= 2
anim = ifelse(TeamSide = 1,7900,7901)+ifelse(root,var(29)<=1,0,6)
ID = 7900+ifelse(root,var(29)<=1,0,9)
pos = ifelse(TeamSide = 1,0,121), 240
postype = back
facing = ifelse(TeamSide = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1

[State 7700, 1];パワーゲージ枠（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7700) = 0
anim = ifelse(TeamSide = 1,7700,7701)
ID = 7700
pos = ifelse(TeamSide = 1,0,126), 240
postype = back
facing = ifelse(TeamSide = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
[State 7700, 2];パワーゲージ枠その２（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7709) = 0
anim = ifelse(teamside=1,7704,7705)
ID = 7709
pos = ifelse(teamside=1,0,126), 240
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0

[State 7700, 2]
type = palfx
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7709) = 1
trigger1 = root,var(29) != [0,1]
time = 1
color = 0


[State 7800, 2];パワーゲージ量（アルカナ１）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = root,var(31) = 0
trigger1 = NumExplod(7801) = 0
anim = 7802
ID = 7801
pos = 42, 230
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 5
ownpal = 1

[State 7900, 2];パワーゲージ量（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = root,var(31) = 0
trigger1 = NumExplod(7901) = 0
anim = 7902
ID = 7901
pos = 43, 231
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 6
ownpal = 1

[State 7700, 2];パワーゲージ量（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = root,var(31) = 0
trigger1 = NumExplod(7701) = 0
anim = 7702
ID = 7701
pos = 2, 236
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0, 0.5
sprpriority = 5
ownpal = 1


[State 7800, 2];ゲージ量変化（アルカナ１）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = NumExplod(7801) = 1
ID = 7801
pos = 42, 230
postype = back
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5*(root,power - (floor(root,power/1000)*1000))/1000 , 0.5
sprpriority = 5
ownpal = 1

[State 7800, 2];ゲージ量変化（アルカナ２）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = NumExplod(7901) = 1
ID = 7901
pos = 43, 231
postype = back
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5*(root,power - (floor(root,power/1000)*1000))/1000 , 0.5
sprpriority = 6
ownpal = 1

[State 7700, 2];ゲージ量変化（アレンジ）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7701) = 1
ID = 7701
pos = 2, 236
postype = back
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5*(root,power - (floor(root,power/1000)*1000))/1000 , 0.5
sprpriority = 5
ownpal = 1


[State 7800, 3]
type = RemoveExplod
trigger1 = floor(root,fvar(9)*0.001) != 1
ID = 7800
[State 7800, 3]
type = RemoveExplod
trigger1 = root,var(31) > 0
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7801
[State 7800, 3]
type = RemoveExplod
trigger1 = floor(root,fvar(9)*0.001) != 2
trigger2 = root,var(29) != [0,1]
ID = 7900
[State 7800, 3]
type = RemoveExplod
trigger1 = root,var(31) > 0
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7901
[State 7900, 1]
type = RemoveExplod
trigger1 = floor(root,fvar(9)*0.001) != 2
trigger2 = root,var(29) = [0,1]
ID = 7909
[State 7800, 3]
type = RemoveExplod
trigger1 = floor(root,fvar(9)*0.001) != 3
ID = 7700
[State 7800, 3]
type = RemoveExplod
trigger1 = root,var(31) > 0
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7701
[State 7800, 3]
type = RemoveExplod
trigger1 = floor(root,fvar(9)*0.001) != 3
ID = 7709




[State 7800, 2];ブラスト発動中（アルカナ１）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = root,var(31) > 0
trigger1 = NumExplod(7802) = 0
anim = 7803
ID = 7802
pos = 42, 230
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5*root,var(31)*0.0013888, 0.5
sprpriority = 5
ownpal = 1

[State 7900, 2];ブラスト発動中（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = root,var(31) > 0
trigger1 = NumExplod(7902) = 0
anim = 7903
ID = 7902
pos = 43, 231
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5*root,var(31)*0.0013888, 0.5
sprpriority = 6
ownpal = 1

[State 7800, 2];ブラスト発動中（アレンジ）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = root,var(31) > 0
trigger1 = NumExplod(7702) = 0
anim = 7703
ID = 7702
pos = 2, 236
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5*root,var(31)*0.0013888, 0.5
sprpriority = 5
ownpal = 1


[State 7800, 2];ゲージ量変化（アルカナ１）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = NumExplod(7802) = 1
ID = 7802
pos = 42, 230
postype = back
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5*root,var(31)*0.0013888 , 0.5
sprpriority = 5
ownpal = 1
[State 7900, 2];ゲージ量変化（アルカナ２）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = NumExplod(7902) = 1
ID = 7902
pos = 43, 231
postype = back
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5*root,var(31)*0.0013888 , 0.5
sprpriority = 6
ownpal = 1
[State 7800, 2];ゲージ量変化（アレンジ）
type = ModifyExplod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7702) = 1
ID = 7702
pos = 2, 236
postype = back
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5*root,var(31)*0.0013888 , 0.5
sprpriority = 5
ownpal = 1


[State 7800, 2];ブラスト発動中の飾り（アルカナ１）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = root,var(31) > 0
trigger1 = NumExplod(7803) = 0
anim = 7804
ID = 7803
pos = 138, 230
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.25, 0.25
sprpriority = 5
ownpal = 1

[State 7900, 1];ブラスト発動中の飾り（アルカナ２）
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = root,var(31) > 0
trigger1 = NumExplod(7903) = 0
anim = ifelse(TeamSide = 1,7904,7905)
ID = 7903
pos = ifelse(Teamside = 1,0,122), 240
postype = back
facing = ifelse(TeamSide = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1


[State 7800, 3]
type = RemoveExplod
trigger1 = root,var(31) = 0
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7802
[State 7800, 3]
type = RemoveExplod
trigger1 = root,var(31) = 0
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7803
[State 7900, 3]
type = RemoveExplod
trigger1 = root,var(31) = 0
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7902
[State 7900, 3]
type = RemoveExplod
trigger1 = root,var(31) = 0
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7903
[State 7800, 3]
type = RemoveExplod
trigger1 = root,var(31) = 0
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7702



[State 7800, 4];パワーゲージ本数１
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = NumExplod(7810) = 0
trigger1 = NumExplod(7811) = 0
trigger1 = NumExplod(7812) = 0
trigger1 = NumExplod(7813) = 0
trigger1 = NumExplod(7814) = 0
trigger1 = NumExplod(7815) = 0
trigger1 = NumExplod(7816) = 0
trigger1 = NumExplod(7817) = 0
trigger1 = NumExplod(7818) = 0
trigger1 = NumExplod(7819) = 0
anim = 7810 + floor(root,power/1000)
ID = 7810 + floor(root,power/1000)
pos = 31, 224
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7900, 4];パワーゲージ本数２
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = NumExplod(7910) = 0
trigger1 = NumExplod(7911) = 0
trigger1 = NumExplod(7912) = 0
trigger1 = NumExplod(7913) = 0
trigger1 = NumExplod(7914) = 0
trigger1 = NumExplod(7915) = 0
trigger1 = NumExplod(7916) = 0
trigger1 = NumExplod(7917) = 0
trigger1 = NumExplod(7918) = 0
trigger1 = NumExplod(7919) = 0
anim = 7910 + floor(root,power/1000)
ID = 7910 + floor(root,power/1000)
pos = ifelse(TeamSide = 1,0,70), 240
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7700, 4];パワーゲージ本数arrange
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7710) = 0
trigger1 = NumExplod(7711) = 0
trigger1 = NumExplod(7712) = 0
trigger1 = NumExplod(7713) = 0
trigger1 = NumExplod(7714) = 0
trigger1 = NumExplod(7715) = 0
trigger1 = NumExplod(7716) = 0
trigger1 = NumExplod(7717) = 0
trigger1 = NumExplod(7718) = 0
trigger1 = NumExplod(7719) = 0
anim = 7810 + floor(root,power/1000)
ID = 7710 + floor(root,power/1000)
pos = 10, 224
postype = back
facing = ifelse(Teamside = 1, 1, -1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1


[State 7800, 5]
type = RemoveExplod
trigger1 = NumExplod(7810) = 1
trigger1 = root,power != [0,999]
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7810
[State 7800, 5]
type = RemoveExplod
trigger1 = NumExplod(7811) = 1
trigger1 = root,power != [1000,1999]
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7811
[State 7800, 5]
type = RemoveExplod
trigger1 = NumExplod(7812) = 1
trigger1 = root,power != [2000,2999]
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7812
[State 7800, 5]
type = RemoveExplod
trigger1 = NumExplod(7813) = 1
trigger1 = root,power != [3000,3999]
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7813
[State 7800, 5]
type = RemoveExplod
trigger1 = NumExplod(7814) = 1
trigger1 = root,power != [4000,4999]
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7814
[State 7800, 5]
type = RemoveExplod
trigger1 = NumExplod(7815) = 1
trigger1 = root,power != [5000,5999]
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7815
[State 7800, 5]
type = RemoveExplod
trigger1 = NumExplod(7816) = 1
trigger1 = root,power != [6000,6999]
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7816
[State 7800, 5]
type = RemoveExplod
trigger1 = NumExplod(7817) = 1
trigger1 = root,power != [7000,7999]
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7817
[State 7800, 5]
type = RemoveExplod
trigger1 = NumExplod(7818) = 1
trigger1 = root,power != [8000,8999]
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7818
[State 7800, 5]
type = RemoveExplod
trigger1 = NumExplod(7819) = 1
trigger1 = root,power != 9000
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7819

[State 7900, 5]
type = RemoveExplod
trigger1 = NumExplod(7910) = 1
trigger1 = root,power != [0,999]
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7910
[State 7900, 5]
type = RemoveExplod
trigger1 = NumExplod(7911) = 1
trigger1 = root,power != [1000,1999]
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7911
[State 7900, 5]
type = RemoveExplod
trigger1 = NumExplod(7912) = 1
trigger1 = root,power != [2000,2999]
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7912
[State 7900, 5]
type = RemoveExplod
trigger1 = NumExplod(7913) = 1
trigger1 = root,power != [3000,3999]
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7913
[State 7900, 5]
type = RemoveExplod
trigger1 = NumExplod(7914) = 1
trigger1 = root,power != [4000,4999]
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7914
[State 7900, 5]
type = RemoveExplod
trigger1 = NumExplod(7915) = 1
trigger1 = root,power != [5000,5999]
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7915
[State 7900, 5]
type = RemoveExplod
trigger1 = NumExplod(7916) = 1
trigger1 = root,power != [6000,6999]
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7916
[State 7900, 5]
type = RemoveExplod
trigger1 = NumExplod(7917) = 1
trigger1 = root,power != [7000,7999]
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7917
[State 7900, 5]
type = RemoveExplod
trigger1 = NumExplod(7918) = 1
trigger1 = root,power != [8000,8999]
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7918
[State 7900, 5]
type = RemoveExplod
trigger1 = NumExplod(7919) = 1
trigger1 = root,power != 9000
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7919

[State 7700, 5]
type = RemoveExplod
trigger1 = NumExplod(7710) = 1
trigger1 = root,power != [0,999]
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7710
[State 7700, 5]
type = RemoveExplod
trigger1 = NumExplod(7711) = 1
trigger1 = root,power != [1000,1999]
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7711
[State 7700, 5]
type = RemoveExplod
trigger1 = NumExplod(7712) = 1
trigger1 = root,power != [2000,2999]
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7712
[State 7700, 5]
type = RemoveExplod
trigger1 = NumExplod(7713) = 1
trigger1 = root,power != [3000,3999]
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7713
[State 7700, 5]
type = RemoveExplod
trigger1 = NumExplod(7714) = 1
trigger1 = root,power != [4000,4999]
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7714
[State 7700, 5]
type = RemoveExplod
trigger1 = NumExplod(7715) = 1
trigger1 = root,power != [5000,5999]
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7715
[State 7700, 5]
type = RemoveExplod
trigger1 = NumExplod(7716) = 1
trigger1 = root,power != [6000,6999]
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7716
[State 7700, 5]
type = RemoveExplod
trigger1 = NumExplod(7717) = 1
trigger1 = root,power != [7000,7999]
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7717
[State 7700, 5]
type = RemoveExplod
trigger1 = NumExplod(7718) = 1
trigger1 = root,power != [8000,8999]
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7718
[State 7700, 5]
type = RemoveExplod
trigger1 = NumExplod(7719) = 1
trigger1 = root,power != 9000
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7719





[State 7800, 6];パワーゲージ飾り１
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 1
trigger1 = NumExplod(7821) = 0
trigger1 = NumExplod(7822) = 0
trigger1 = NumExplod(7823) = 0
trigger1 = NumExplod(7824) = 0
trigger1 = NumExplod(7825) = 0
trigger1 = NumExplod(7826) = 0
trigger1 = NumExplod(7827) = 0
trigger1 = NumExplod(7828) = 0
trigger1 = NumExplod(7829) = 0
trigger1 = NumExplod(7830) = 0
trigger1 = NumExplod(7831) = 0
trigger1 = NumExplod(7832) = 0
trigger1 = NumExplod(7851) = 0
trigger1 = NumExplod(7852) = 0
trigger1 = NumExplod(7853) = 0
trigger1 = NumExplod(7854) = 0
trigger1 = NumExplod(7855) = 0
trigger1 = NumExplod(7856) = 0
trigger1 = NumExplod(7857) = 0
trigger1 = NumExplod(7858) = 0
trigger1 = NumExplod(7859) = 0
trigger1 = NumExplod(7860) = 0
trigger1 = NumExplod(7861) = 0
trigger1 = NumExplod(7862) = 0
anim = 7820 + root,var(1) + ifelse(root,var(29) = 2,30,0)
ID = 7820 + root,var(1) + ifelse(root,var(29) = 2,30,0)
pos = 31, 224
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1

[State 7900, 6];パワーゲージ飾り２
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 2
trigger1 = NumExplod(7921) = 0
trigger1 = NumExplod(7922) = 0
trigger1 = NumExplod(7923) = 0
trigger1 = NumExplod(7924) = 0
trigger1 = NumExplod(7925) = 0
trigger1 = NumExplod(7926) = 0
trigger1 = NumExplod(7927) = 0
trigger1 = NumExplod(7928) = 0
trigger1 = NumExplod(7929) = 0
trigger1 = NumExplod(7930) = 0
trigger1 = NumExplod(7931) = 0
trigger1 = NumExplod(7932) = 0
trigger1 = NumExplod(7951) = 0
trigger1 = NumExplod(7952) = 0
trigger1 = NumExplod(7953) = 0
trigger1 = NumExplod(7954) = 0
trigger1 = NumExplod(7955) = 0
trigger1 = NumExplod(7956) = 0
trigger1 = NumExplod(7957) = 0
trigger1 = NumExplod(7958) = 0
trigger1 = NumExplod(7959) = 0
trigger1 = NumExplod(7960) = 0
trigger1 = NumExplod(7961) = 0
trigger1 = NumExplod(7962) = 0
anim = 7920 + root,var(1) + ifelse(root,var(29) = 2,30,0)
ID = 7920 + root,var(1) + ifelse(root,var(29) = 2,30,0)
pos = 0, 240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1

[State 7800, 6];パワーゲージ飾りarrange
type = Explod
triggerall = floor(root,fvar(9)*0.001) = 3
trigger1 = NumExplod(7721) = 0
trigger1 = NumExplod(7722) = 0
trigger1 = NumExplod(7723) = 0
trigger1 = NumExplod(7724) = 0
trigger1 = NumExplod(7725) = 0
trigger1 = NumExplod(7726) = 0
trigger1 = NumExplod(7727) = 0
trigger1 = NumExplod(7728) = 0
trigger1 = NumExplod(7729) = 0
trigger1 = NumExplod(7730) = 0
trigger1 = NumExplod(7731) = 0
trigger1 = NumExplod(7732) = 0
anim = 7720 + root,var(1)
ID = 7720 + root,var(1)
pos = ifelse(teamside=1,0,107), 240
postype = back
facing = ifelse(teamside=1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 6
ownpal = 1




[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7821) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 1
trigger2 = NumExplod(7821) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7821
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7822) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 2
trigger2 = NumExplod(7822) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7822
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7823) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 3
trigger2 = NumExplod(7823) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7823
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7824) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 4
trigger2 = NumExplod(7824) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7824
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7825) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 5
trigger2 = NumExplod(7825) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7825
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7826) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 6
trigger2 = NumExplod(7826) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7826
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7827) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 7
trigger2 = NumExplod(7827) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7827
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7828) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 8
trigger2 = NumExplod(7828) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7828
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7829) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 9
trigger2 = NumExplod(7829) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7829
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7830) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 10
trigger2 = NumExplod(7830) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7830
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7831) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 11
trigger2 = NumExplod(7831) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7831
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7832) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 12
trigger2 = NumExplod(7832) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 1
ID = 7832

[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7921) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 1
trigger2 = NumExplod(7921) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7921
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7922) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 2
trigger2 = NumExplod(7922) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7922
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7923) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 3
trigger2 = NumExplod(7923) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7923
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7924) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 4
trigger2 = NumExplod(7924) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7924
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7925) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 5
trigger2 = NumExplod(7925) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7925
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7926) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 6
trigger2 = NumExplod(7926) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7926
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7927) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 7
trigger2 = NumExplod(7927) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7927
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7928) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 8
trigger2 = NumExplod(7928) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7928
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7929) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 9
trigger2 = NumExplod(7929) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7929
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7930) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 10
trigger2 = NumExplod(7930) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7930
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7931) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 11
trigger2 = NumExplod(7931) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7931
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7932) = 1
trigger1 = root,var(29) = [0,1]
trigger1 = root,var(1) != 12
trigger2 = NumExplod(7932) = 1
trigger2 = root,var(29) = 2
trigger3 = floor(root,fvar(9)*0.001) != 2
ID = 7932

[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7721) = 1
trigger1 = root,var(1) != 1
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7721
[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7722) = 1
trigger1 = root,var(1) != 2
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7722
[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7723) = 1
trigger1 = root,var(1) != 3
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7723
[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7724) = 1
trigger1 = root,var(1) != 4
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7724
[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7725) = 1
trigger1 = root,var(1) != 5
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7725
[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7726) = 1
trigger1 = root,var(1) != 6
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7726
[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7727) = 1
trigger1 = root,var(1) != 7
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7727
[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7728) = 1
trigger1 = root,var(1) != 8
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7728
[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7729) = 1
trigger1 = root,var(1) != 9
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7729
[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7730) = 1
trigger1 = root,var(1) != 10
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7730
[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7731) = 1
trigger1 = root,var(1) != 11
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7731
[State 7700, 7]
type = RemoveExplod
trigger1 = NumExplod(7732) = 1
trigger1 = root,var(1) != 12
trigger2 = floor(root,fvar(9)*0.001) != 3
ID = 7732



[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7851) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 1
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7851
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7852) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 2
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7852
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7853) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 3
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7853
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7854) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 4
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7854
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7855) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 5
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7855
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7856) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 6
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7856
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7857) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 7
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7857
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7858) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 8
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7858
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7859) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 9
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7859
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7860) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 10
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7860
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7861) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 11
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7861
[State 7800, 7]
type = RemoveExplod
trigger1 = NumExplod(7862) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 12
trigger2 = floor(root,fvar(9)*0.001) != 1
ID = 7862

[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7951) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 1
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7951
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7952) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 2
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7952
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7953) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 3
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7953
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7954) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 4
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7954
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7955) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 5
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7955
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7956) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 6
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7956
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7957) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 7
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7957
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7958) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 8
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7958
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7959) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 9
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7959
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7960) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 10
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7960
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7961) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 11
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7961
[State 7900, 7]
type = RemoveExplod
trigger1 = NumExplod(7962) = 1
trigger1 = root,var(29) = 2
trigger1 = root,var(1) != 12
trigger2 = floor(root,fvar(9)*0.001) != 2
ID = 7962







;------------------------------------------------------------------------------------------
;射干玉関連
;------------------------------------------------------------------------------------------
;条件省略用
[State 7000, 10]
type = varset
trigger1 = Numhelper(8210)+Numhelper(8211)+Numhelper(8212)+Numhelper(8213)+Numhelper(8214)+Numhelper(8215) = 0
trigger2 = Numhelper(8210) = 1
trigger2 = helper(8210),stateno != [8210,8211]
trigger3 = Numhelper(8211) = 1
trigger3 = helper(8211),stateno != [8210,8211]
trigger4 = Numhelper(8212) = 1
trigger4 = helper(8212),stateno != [8210,8211]
trigger5 = Numhelper(8213) = 1
trigger5 = helper(8213),stateno != [8210,8211]
trigger6 = Numhelper(8214) = 1
trigger6 = helper(8214),stateno != [8210,8211]
trigger7 = Numhelper(8215) = 1
trigger7 = helper(8215),stateno != [8210,8211]
v = 10
value = 1

[State 7000, 10]
type = varset
trigger1 = Numhelper(8210) = 1
trigger1 = helper(8210),stateno = [8210,8211]
trigger2 = Numhelper(8211) = 1
trigger2 = helper(8211),stateno = [8210,8211]
trigger3 = Numhelper(8212) = 1
trigger3 = helper(8212),stateno = [8210,8211]
trigger4 = Numhelper(8213) = 1
trigger4 = helper(8213),stateno = [8210,8211]
trigger5 = Numhelper(8214) = 1
trigger5 = helper(8214),stateno = [8210,8211]
trigger6 = Numhelper(8215) = 1
trigger6 = helper(8215),stateno = [8210,8211]
v = 10
value = 0




;12Pカラー専用召喚周期
[State 7000, 1]
type = varset
trigger1 = var(11) = 0
v = 11
value = 2

[State 7000, 1]
type = varset
triggerall = root,animelemtime(1) <= 40
trigger1 = root,palno = 12
trigger1 = root,stateno = 8200
trigger1 = root,command = "a"
v = 11
value = 1

[State 7000, 1]
type = varset
triggerall = root,animelemtime(1) <= 40
trigger1 = root,palno = 12
trigger1 = root,stateno = 8200
trigger1 = root,command = "b"
v = 11
value = 2

[State 7000, 1]
type = varset
triggerall = root,animelemtime(1) <= 40
trigger1 = root,palno = 12
trigger1 = root,stateno = 8200
trigger1 = root,command = "c"
v = 11
value = 3

[State 7000, 1]
type = varset
triggerall = root,animelemtime(1) <= 40
trigger1 = root,palno = 12
trigger1 = root,stateno = 8200
trigger1 = root,command = "y"
v = 11
value = 4

[State 7000, 2]
type = varadd
triggerall = root,palno = 12
trigger1 = var(11) = 1
trigger1 = Numhelper(8210) = 0
trigger2 = var(11) = 3
trigger2 = Numhelper(8210)+Numhelper(8211)+Numhelper(8212)+Numhelper(8213)+Numhelper(8214)+Numhelper(8215) = 0
v = 12
value = 1

[State 7000, 3]
type = varset
trigger1 = Numhelper(8210) = 1
trigger2 = var(12) >= 121
trigger3 = root,stateno = 8200
v = 12
value = 0





;==========================================================================================
;つみこ
;==========================================================================================
[Statedef 7001]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 1
anim = 7000

[State 7001, 1]
type = bindtoparent
trigger1 = 1
pos = 0,0

[State 7001, 2]
type = turn
trigger1 = facing != parent,facing

[State 7001, 3]
type = changeanim
trigger1 = parent,stateno != [170,182]
trigger1 = parent,stateno != [190,197]
trigger1 = parent,stateno != [300,500]
trigger1 = parent,stateno != [700,900]
trigger1 = parent,stateno != [1100,1300]
trigger1 = parent,stateno != 1520
trigger1 = parent,stateno != 1620
trigger1 = parent,stateno != [3000,3350]
trigger1 = parent,stateno != [3800,4200]
trigger1 = parent,stateno != [8000,8355]
trigger1 = parent,stateno != 10270
trigger1 = parent,stateno != 10780
trigger1 = parent,stateno != 11420
trigger1 = parent,stateno != 11750
trigger1 = parent,stateno != [8400,8404]
trigger1 = (parent,stateno != [20010,20350]) && (parent,stateno != [20800,21999])
trigger2 = parent,movetype = H
value = 7000

[State 7001, 4]
type = sprpriority
trigger1 = parent,stateno != [170,182]
trigger1 = parent,stateno != [190,197]
trigger1 = parent,stateno != [300,500]
trigger1 = parent,stateno != [700,900]
trigger1 = parent,stateno != [1100,1300]
trigger1 = parent,stateno != 1520
trigger1 = parent,stateno != 1620
trigger1 = parent,stateno != [3000,3350]
trigger1 = parent,stateno != [3800,4200]
trigger1 = parent,stateno != [8000,8355]
trigger1 = parent,stateno != 10270
trigger1 = parent,stateno != 10780
trigger1 = parent,stateno != 11420
trigger1 = parent,stateno != 11750
trigger1 = parent,stateno != [8400,8404]
trigger1 = (parent,stateno != [20010,20350]) && (parent,stateno != [20800,21999])
trigger2 = parent,movetype = H
value = 1

[State 7001, 5]
type = changeanim
triggerall = parent,movetype != H
trigger1 = parent,stateno = [300,500]
trigger2 = parent,stateno = [700,900]
trigger3 = parent,stateno = [1100,1300]
trigger4 = parent,stateno = 1520
trigger5 = parent,stateno = 1620
trigger6 = parent,stateno = [3000,3350]
trigger7 = parent,stateno = [3800,4200]
trigger8 = parent,stateno = [8000,8355]
trigger9 = parent,stateno = 10270
trigger10 = parent,stateno = 10780
trigger11 = parent,stateno = 11420
trigger12 = parent,stateno = 11750
value = parent,stateno + 1
elem = parent,AnimElemNo(0)

[State 7001, 5]
type = changeanim
triggerall = parent,movetype != H
trigger1 = (parent,stateno = [20010,20350]) || (parent,stateno = [20800,21655])
value = parent,anim + 1
elem = parent,AnimElemNo(0)


[State 7001, 5]
type = changeanim
triggerall = parent,movetype != H
trigger1 = parent,stateno = [170,182]
value = parent,anim + 1
elem = parent,AnimElemNo(0)

[State 7001, 5]
type = changeanim
trigger1 = parent,movetype != H
trigger1 = parent,stateno = 190
value = 7020
elem = parent,AnimElemNo(0)

[State 7001, 5]
type = changeanim
trigger1 = parent,movetype != H
trigger1 = parent,stateno = 191
value = 7023
elem = parent,AnimElemNo(0)

[State 7001, 5]
type = changeanim
trigger1 = parent,movetype != H
trigger1 = parent,stateno = 192
value = 7026
elem = parent,AnimElemNo(0)

[State 7001, 5]
type = changeanim
trigger1 = parent,movetype != H
trigger1 = parent,stateno = 193
value = 7027
elem = parent,AnimElemNo(0)

[State 7001, 5]
type = changeanim
trigger1 = parent,movetype != H
trigger1 = parent,stateno = 194
value = 7030
elem = parent,AnimElemNo(0)

[State 7001, 5]
type = changeanim
trigger1 = parent,movetype != H
trigger1 = parent,stateno = 195
value = 7033
elem = parent,AnimElemNo(0)

[State 7001, 5]
type = changeanim
trigger1 = parent,movetype != H
trigger1 = parent,stateno = 196
trigger1 = parent,anim = 196
value = 7034
elem = parent,AnimElemNo(0)

[State 7001, 5]
type = changeanim
trigger1 = parent,movetype != H
trigger1 = parent,stateno = 197
value = 7035
elem = parent,AnimElemNo(0)


[State 7001, 5]
type = changeanim
triggerall = parent,movetype != H
trigger1 = parent,stateno = [8400,8404]
value = parent,stateno + 10
elem = parent,AnimElemNo(0)

[State 7001, 5]
type = changeanim
triggerall = parent,movetype != H
trigger1 = parent,stateno = [21700,21704]
value = parent,anim + 10
elem = parent,AnimElemNo(0)

[State 7001, 400]
type = sprpriority
trigger1 = parent,stateno = 400
value = ifelse(parent,animelemno(0) < 6,3,1)

[State 7001, 500]
type = sprpriority
trigger1 = parent,stateno = 500
value = ifelse(parent,animelemno(0) < 19,1,ifelse(parent,animelemno(0) < 25,3,1))

[State 7001, 800]
type = sprpriority
trigger1 = parent,stateno = 800
value = ifelse(parent,animelemno(0) < 4,1,ifelse(parent,animelemno(0) < 10, 3,1))

[State 7001, 900]
type = sprpriority
trigger1 = parent,stateno = 900
value = ifelse(parent,animelemno(0) <=8, 3, ifelse(parent,animelemno(0) <=12, 1,ifelse(parent,animelemno(0) <=31, 3,1)))

[State 7001, 1200]
type = sprpriority
trigger1 = parent,stateno = 1200
value = ifelse(parent,animelemno(0) <=4, 1, ifelse(parent,animelemno(0) <=16, 3,1))

[State 7001, 1250]
type = sprpriority
trigger1 = parent,stateno = 1250
value = ifelse(parent,animelemno(0) <=8, 1, ifelse(parent,animelemno(0) <=13, 3,1))

[State 7001, 1300]
type = sprpriority
trigger1 = parent,stateno = 1300
value = ifelse(parent,animelemno(0) <=17, 3, 1)

[State 7001, 3300]
type = sprpriority
trigger1 = parent,stateno = 3300 || parent,stateno = 20300
value = 1

[State 7001, 3350]
type = sprpriority
trigger1 = parent,stateno = 3350 || parent,stateno = 20350
trigger1 = parent,animelemno(0) != [49,50]
value = ifelse(parent,animelemno(0) <=41, 2, 1)

[State 7001, 3350]
type = sprpriority
triggerall = parent,stateno = 3350 || parent,stateno = 20350
trigger1 = parent,animelem = 49
trigger2 = parent,animelem = 50
value = 3

[State 7001, 3800]
type = sprpriority
trigger1 = parent,stateno = 3800 || parent,stateno = 20800
value = ifelse(parent,animelemno(0) <=5, 3, 1)

[State 7001, 3900-4000]
type = sprpriority
trigger1 = parent,stateno = 3900 || parent,stateno = 20900
trigger2 = parent,stateno = 4000 || parent,stateno = 21000
value = ifelse(parent,animelemno(0) <=2, 1, ifelse(animelemno(0) <=7, 3, 1))

[State 7001, 4100]
type = sprpriority
trigger1 = parent,stateno = 4100 || parent,stateno = 21100
value = ifelse(parent,animelemno(0) <=3, 1, ifelse(animelemno(0) <=7,3, 1))

[State 7001, 4200]
type = sprpriority
trigger1 = parent,stateno = 4200 || parent,stateno = 21200
value = 1

[State 7001, 1520]
type = sprpriority
trigger1 = parent,stateno = 1520
value = ifelse(parent,animelemno(0) <=6, 3,ifelse(parent,animelemno(0) <=10,1,ifelse(parent,animelemno(0) <=13, 3,ifelse(parent,animelemno(0) <=16,1,ifelse(parent,animelemno(0) <=20,3,1)))))

[State 7001, 1620]
type = sprpriority
trigger1 = parent,stateno = 1620
value = ifelse(parent,animelemno(0) <=3, 1,ifelse(parent,animelemno(0) <=11, 3, 1))

[State 7001, 8000]
type = sprpriority
trigger1 = parent,stateno = 8000 || root,stateno = 21300
value = ifelse(parent,animelemno(0) <=6, 1,ifelse(parent,animelemno(0) <=81, 3, 1))

[State 7001, 8100]
type = sprpriority
trigger1 = parent,stateno = 8100 || root,stateno = 21400
value = ifelse(parent,animelemno(0) <=4, 1,ifelse(parent,animelemno(0) <=82, 3, 1))

[State 7001, 8200]
type = sprpriority
trigger1 = parent,stateno = 8200 || root,stateno = 21500
value = 1

[State 7001, 8300]
type = sprpriority
trigger1 = parent,stateno = 8300 || root,stateno = 21600
value = ifelse(parent,animelemno(0) <=18, 3, 1)

[State 7001, 8350]
type = sprpriority
trigger1 = parent,stateno = 8350 || root,stateno = 21650
value = ifelse(parent,animelemno(0) <=7, 1, 3)

[State 7001, 8355]
type = sprpriority
trigger1 = parent,stateno = 8355 || root,stateno = 21655
value = -3

[State 7001, 190]
type = sprpriority
trigger1 = parent,stateno = [190,197]
trigger2 = parent,stateno = [170,175]
trigger3 = parent,stateno = 10270
trigger4 = parent,stateno = 10780
trigger5 = parent,stateno = 11420
trigger6 = parent,stateno != 11750
value = 1

[State 7001, 180]
type = sprpriority
trigger1 = parent,stateno = 180
value = ifelse(animelemno(0) <=6, 1, 3)

[State 7001, 182]
type = sprpriority
trigger1 = parent,stateno = 182
value = -3

[State 7001, 8400]
type = sprpriority
trigger1 = parent,stateno = 8400 || root,stateno = 21700
value = ifelse(parent,animelemno(0) <=18, 3, 1)

[State 7001, 8400]
type = sprpriority
trigger1 = (parent,stateno = [8401,8403]) || (root,stateno = [21701,21703])
value = 3

[State 7001, 8400]
type = sprpriority
trigger1 = parent,stateno = 8404 || root,stateno = 21704
value = ifelse(parent,animelemno(0) <=15, 3, 1)






;==========================================================================================
;衝撃波
;==========================================================================================
[Statedef 7002]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 4
anim = 7000

[State 7002, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 7002, 1]
type = bindtoparent
trigger1 = parent,stateno != 3010 &&  parent,stateno != 20020
trigger1 = parent,stateno != 3110
trigger1 = parent,stateno != 3210
trigger1 = parent,stateno != 8000 || root,stateno != 21300
trigger1 = parent,stateno != 8100 || root,stateno != 21400
pos = 0,0

[State 7002, 2]
type = turn
trigger1 = facing != parent,facing

[State 7002, 3]
type = changeanim
triggerall = 1
trigger1 = parent,stateno = 400
trigger2 = parent,stateno = 600 || parent,stateno = 620
trigger3 = parent,stateno = 800
trigger4 = parent,stateno = 900
trigger5 = parent,stateno = 1200
trigger6 = parent,stateno = 1300
trigger7 = parent,stateno = 1400
trigger8 = parent,stateno = 1520
trigger9 = parent,stateno = 1620
trigger10 = parent,stateno = 3010
trigger11 = parent,stateno = 3110
trigger12 = parent,stateno = 3210
trigger13 = parent,stateno = 3300
trigger14 = parent,stateno = 3400
trigger15 = parent,stateno = 3500
trigger16 = parent,stateno = 3600
trigger17 = parent,stateno = 3900
trigger18 = parent,stateno = 4000
trigger19 = parent,stateno = 4100
trigger20 = parent,stateno = 8000
trigger21 = parent,stateno = 8100
value = parent,stateno + 2
elem = parent,AnimElemNo(0)

[State 7002, 3]
type = changeanim
triggerall = 1
trigger1 = parent,stateno = 20020
trigger2 = parent,stateno = 20300
trigger3 = parent,stateno = 20400
trigger4 = parent,stateno = 20500
trigger5 = parent,stateno = 20600
trigger6 = parent,stateno = 20900
trigger7 = parent,stateno = 21000
trigger8 = parent,stateno = 21100
trigger9 = parent,stateno = 21300
trigger10 = parent,stateno = 21400
value = parent,anim + 2
elem = parent,animelemno(0)

[State 7002, 4]
type = destroyself
trigger1 = parent,stateno != 400
trigger1 = parent,stateno != 600
trigger1 = parent,stateno != 620
trigger1 = parent,stateno != 800
trigger1 = parent,stateno != 900
trigger1 = parent,stateno != 1200
trigger1 = parent,stateno != 1300
trigger1 = parent,stateno != 1400
trigger1 = parent,stateno != 1520
trigger1 = parent,stateno != 1620
trigger1 = parent,stateno != 3010 && parent,stateno != 20020
trigger1 = parent,stateno != 3110
trigger1 = parent,stateno != 3210
trigger1 = parent,stateno != 3300 && parent,stateno != 20300
trigger1 = parent,stateno != 3400 && parent,stateno != 20400
trigger1 = parent,stateno != 3500 && parent,stateno != 20500
trigger1 = parent,stateno != 3600 && parent,stateno != 20600
trigger1 = parent,stateno != 3900 && parent,stateno != 20900
trigger1 = parent,stateno != 4000 && parent,stateno != 21000
trigger1 = parent,stateno != 4100 && parent,stateno != 21100
trigger1 = parent,stateno != 8000 && parent,stateno != 21300
trigger1 = parent,stateno != 8100 && parent,stateno != 21400

[State 7002, 5]
type = bindtoparent
trigger1 = 1
trigger1 = parent,stateno = 3010 || parent,stateno = 20020
pos = 119,-70

[State 7002, 5]
type = bindtoparent
trigger1 = 1
trigger1 = parent,stateno = 3110
pos = 247,-70

[State 7002, 5]
type = bindtoparent
trigger1 = 1
trigger1 = parent,stateno = 3210
pos = 55,-180

[State 7002, 5]
type = bindtoparent
trigger1 = 1
trigger1 = parent,stateno = 8000 || parent,stateno = 21300
pos = 189,-70

[State 7002, 5]
type = bindtoparent
trigger1 = 1
trigger1 = parent,stateno = 8100 || parent,stateno = 21400
pos = 189,-85;126,-57

[State 7002, 5]
type = Trans
triggerall = 1
trigger1 = parent,stateno = 3010 || parent,stateno = 20020
trigger2 = parent,stateno = 3110
trigger3 = parent,stateno = 3210
trigger4 = parent,stateno = 8000 || parent,stateno = 21300
trigger5 = parent,stateno = 8100 || parent,stateno = 21400
trans = add

[State 7002, 5]
type = angledraw
triggerall = parent,animelemtime(6) = 0
trigger1 = parent,stateno = 3010 || parent,stateno = 20020
trigger2 = parent,stateno = 3110
trigger3 = parent,stateno = 3210
scale = 0.25,0.25
[State 7002, 5]
type = angledraw
triggerall = parent,animelemtime(7) = 0
trigger1 = parent,stateno = 3010 || parent,stateno = 20020
trigger2 = parent,stateno = 3110
trigger3 = parent,stateno = 3210
scale = 0.75,0.75
[State 7002, 5]
type = angledraw
triggerall = parent,animelemtime(8) >= 0
trigger1 = parent,stateno = 3010 || parent,stateno = 20020
trigger2 = parent,stateno = 3110
trigger3 = parent,stateno = 3210
scale = 1.15,1.15

[State 7002, 5]
type = AngleAdd
triggerall = parent,animelemtime(6) >= 0
trigger1 = parent,stateno = 3010 || parent,stateno = 20020
trigger2 = parent,stateno = 3110
trigger3 = parent,stateno = 3210
value = 15


[State 7002, 5]
type = angledraw
triggerall = parent,animelemtime(26) = 0
trigger1 = parent,stateno = 8000 || parent,stateno = 21300
trigger2 = parent,stateno = 8100 || parent,stateno = 21400
scale = 0.5,0.5

[State 7002, 5]
type = angledraw
triggerall = parent,animelemtime(27) = 0
trigger1 = parent,stateno = 8000 || parent,stateno = 21300
trigger2 = parent,stateno = 8100 || parent,stateno = 21400
scale = 1,1

[State 7002, 5]
type = angledraw
triggerall = parent,animelemtime(28) >= 0
trigger1 = parent,stateno = 8000 || parent,stateno = 21300
trigger2 = parent,stateno = 8100 || parent,stateno = 21400
scale = 1.5,1.5

[State 7002, 5]
type = AngleAdd
triggerall = parent,animelemtime(26) >= 0
trigger1 = parent,stateno = 8000 || parent,stateno = 21300
trigger2 = parent,stateno = 8100 || parent,stateno = 21400
value = 15

[State 7002, 5]
type = PalFX
trigger1 = parent,stateno = 8000 || parent,stateno = 21300
trigger1 = parent,animelemtime(56) = 0 ; 消滅が始まる時間
trigger2 = parent,stateno = 8100 || parent,stateno = 21400
trigger2 = parent,animelemtime(57) = 0
time = ifelse(parent,stateno = 8000,21,36) ; 消え終わるまでの時間
add = -128,-128,-128
sinadd = -256,-256,-256,104
ignorehitpause = 1


[Statedef 7003];衝撃波が２つある場合（立C、J6B）
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 4
anim = 7000

[State 7003, 1]
type = bindtoparent
trigger1 = 1
pos = 0,0

[State 7003, 2]
type = turn
trigger1 = facing != parent,facing

[State 7003, 500]
type = changeanim
trigger1 = 1
trigger1 = parent,stateno = 500
value = ifelse(ishelper(502),502,503)
elem = parent,animelemno(0)

[State 7003, 1250]
type = changeanim
trigger1 = 1
trigger1 = parent,stateno = 1250
value = ifelse(ishelper(1252),1252,1253)
elem = parent,animelemno(0)

[State 7003, 4]
type = destroyself
trigger1 = parent,stateno != 500
trigger1 = ishelper(502) || ishelper(503)
trigger2 = parent,stateno != 1250
trigger2 = ishelper(1252) || ishelper(1253)






;壁際めくり用ヘルパー
[Statedef 7010]
type = A
movetype = I
physics = N
velset = 1,0
sprpriority = 1
anim = 7010

[State 7010, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 7010, 1]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 7010, 2]
type = turn
trigger1 = facing != enemynear(0),facing

[State 7010, 3]
type = destroyself
trigger1 = enemynear,backedgebodydist > 0


;JBめくり時ガー不現象対策
[Statedef 7011]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 1
anim = 7011

[State 7011, 1]
type = changeanim
trigger1 = parent,stateno = 1200
value = 7011
elem = parent,animelemno(0)

[State 7011, 1]
type = posset
trigger1 = time = 0
y = 0

[State 7011, 1]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 7011, 2]
type = turn
trigger1 = facing = enemynear(0),facing

[State 7011, 1]
type = HitDef
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 11
attr = A,NA
hitflag = MAF
guardflag = HA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 5,Hit
damage = 60
getpower = 60*ifelse(var(1)=11,0,1),51*ifelse(var(1)=11,0,1)
givepower = 20, 10
pausetime = 8, 8
guard.pausetime = 8, 8
sparkno = -1
guard.sparkno = -1
;sparkxy = -5, -45
hitsound = S0 ,ifelse(random <=499,2,3)
guardsound = S3, 7
ground.type = high
air.type = Low
ground.slidetime = 12
guard.slidetime = 12
ground.hittime = 12
guard.hittime = 12
air.hittime = 19
airguard.hittime = 15
guard.ctrltime = 0
airguard.ctrltime = 0
;yaccel = 0
ground.velocity = ifelse(p2dist x <= -1,4,-4), 0
guard.velocity = ifelse(p2dist x <= -1,4,-4)
air.velocity = -1, -5
airguard.velocity = -1, -4
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
air.fall = 1
fall.recovertime = 19
id = 1200
hitonce = 1
kill = 1
numhits = 1
persistent = 0

[State 7011, 1]
type = destroyself
trigger1 = parent,stateno != 1200



;==========================================================================================
;イントロ等関連
;==========================================================================================
;イントロ時のはやた
[Statedef 7021]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 1
anim = 7021

[State 7021, 1]
type = changeanim
trigger1 = 1
value = 7021
elem = parent,animelemno(0)

[State 7021, 2]
type = Trans
trigger1 = animelemtime(15) >= 0
trigger1 = animelemtime(30) <= 1
trans = addalpha
alpha = (animelemno(0)-15)*17, (30-animelemno(0))*17

[State 7021, 3]
type = PlaySnd
trigger1 = animelemtime(28) = 0
value = S2,0
channel = 1
volume = var(21)
persistent = 0

[State 7021, 3]
type = destroyself
trigger1 = parent,stateno != 190

;イントロ時のふすみ
[Statedef 7022]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 1
anim = 7022

[State 7022, 1]
type = Trans
trigger1 = time = [0,15]
trans = addalpha
alpha = time*17, (15-time)*17

[State 7022, 3]
type = PlaySnd
trigger1 = time = 15
value = S1,7
channel = 1
volume = var(21)
persistent = 0

[State 7022, 2]
type = changestate
trigger1 = animtime = 0
trigger2 = parent,roundstate >= 2
value = 7050


;イントロ時のあかね
[Statedef 7024]
type = S
movetype = I
physics = S
velset = 0,0
sprpriority = 2
anim = 7024

[State 7024, 1]
type = PlaySnd
trigger1 = time = 0
value = S13, 3
channel = 0
volume = var(21)
persistent = 0

[State 7024, 1]
type = PlaySnd
trigger1 = animelemtime(13) = 10
value = S13, 5
channel = 0
volume = var(21)
persistent = 0

[State 7024, 1]
type = veladd
trigger1 = animelemtime(2) = 0
x = 2.75
y = -5
persistent = 0

[State 7024, 2]
type = StateTypeSet
trigger1 = animelemtime(2) = 0
StateType = A
Physics = N

[State 7024, 2]
type = Veladd
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(10) <= 5
y = 0.35

[State 7024, 3]
type = StateTypeSet
trigger1 = animelemtime(11) = 0
StateType = S
Physics = S

[State 7024, 3]
type = velset
trigger1 = animelemtime(11) = 0
x = 0
y = 0

[State 7024, 3]
type = posset
trigger1 = animelemtime(11) = 0
y = 0


[State 7024, 4]
type = StateTypeSet
trigger1 = animelemtime(15) = 0
StateType = A
Physics = N

[State 7024, 4]
type = velset
trigger1 = animelemtime(15) >= 0
x = 2
y = -10

[State 7024, 1]
type = destroyself
trigger1 = screenpos y < 0




;勝利2のはやた
[Statedef 7025]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 0
anim = 7025

[State 7025, 1]
type = changeanim
trigger1 = 1
value = 7025
elem = parent,animelemno(0)

[State 7025, 2]
type = destroyself
trigger1 = parent,stateno != 182


;勝利2のふすみ
[Statedef 7026]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 2
anim = 7050


[State 7050, 3]
type = posadd
trigger1 = parent,animelemtime(13) >= 0
trigger1 = parent,animelemtime(19) <= 3
trigger1 = parentdist x >= 7
x = 1

[State 7050, 3]
type = posadd
trigger1 = parent,animelemtime(13) >= 0
trigger1 = parent,animelemtime(19) <= 3
trigger1 = parentdist x <= 5
x = -1

[State 7050, 3]
type = posadd
trigger1 = parent,animelemtime(13) >= 0
trigger1 = parent,animelemtime(19) <= 3
trigger1 = parentdist y >= 76
y = 1

[State 7050, 3]
type = posadd
trigger1 = parent,animelemtime(13) >= 0
trigger1 = parent,animelemtime(19) <= 3
trigger1 = parentdist y <= 74
y = -1

[State 7026, 1]
type = AssertSpecial
trigger1 = parent,animelemtime(20) >= 0
trigger1 = parent,animelemtime(31) < 0
flag = invisible

[State 7026, 2]
type = changeanim
trigger1 = parent,animelemtime(31) = 0
value = 7050
elem = 6
persistent = 0

[State 7026, 2]
type = veladd
trigger1 = parent,animelemtime(31) = 0
x = -2.5
y = -5.5

[State 7026, 2]
type = velmul
trigger1 = parent,animelemtime(31) >= 0
x = 0.9
y = 0.9

[State 7026, 3]
type = changestate
trigger1 = parent,stateno != 182
value = 7050








;==========================================================================================
;ふすみ
;==========================================================================================
[Statedef 7050]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 1
anim = 7050

[State 7050, 1]
type = posset
trigger1 = time = 0
trigger1 = parent,stateno = 191
x = -160
persistent = 0

[State 7050, 1]
type = turn
trigger1 = facing != parent,facing
trigger1 = anim != 3811

[State 7050, 2]
type = velset
trigger1 = anim = 7050
trigger1 = parent,stateno != 3800
trigger1 = anim != [1711,1713]
y = -0.13*sin(time*0.12) ;横方向に長く

[State 7050, 3]
type = posadd
trigger1 = var(0) = 0
trigger1 = parentdist x > 15
trigger1 = parent,stateno != 3800
trigger1 = anim != [1711,1713]
x = ifelse(parentdist x < 20,1,ifelse(parentdist x < 100,3,5))

[State 7050, 3]
type = posadd
trigger1 = var(0) = 0
trigger1 = parentdist x < 15
trigger1 = parent,stateno != 3800
trigger1 = anim != [1711,1713]
x = ifelse(parentdist x > 10,-1,ifelse(parentdist x > -85,-3,-5))

[State 7050, 3]
type = posadd
trigger1 = var(0) = 0
trigger1 = parentdist y > 110
trigger1 = parent,stateno != 3800
trigger1 = anim != [1711,1713]
y = ifelse(parentdist y < 200,3,5)

[State 7050, 3]
type = posadd
trigger1 = var(0) = 0
trigger1 = parentdist y < 100
trigger1 = parent,stateno != 3800
trigger1 = anim != [1711,1713]
y = ifelse(parentdist y > 10,-3,-5)


[State 7050, 鵺鳥・鷂での挙動変更]
type = varset
trigger1 = parent,stateno = 3700 || parent,stateno = 20700
trigger1 = parent,time = 1
trigger1 = parent,movetype != H
trigger1 = parent,anim = [3700,3701]
v = 0
value = ifelse(var(0) = 0,1,0)

[State 7050, 鵺鳥・鷂での挙動変更（コマンドリスト）]
type = varset
trigger1 = root,stateno = 20007 || root,stateno = 20009
v = 0
value = 0

[State 7050, 霊力切れの時に戻す]
type = varset
trigger1 = Numhelper(7000) >= 1
trigger1 = helper(7000),var(0) < 0
trigger1 = anim != [1711,1713]
v = 0
value = 0

[State 7050, 1700]
type = varset
trigger1 = 1
v = 1
value = 0

[State 7050, 1700]
type = changestate
trigger1 = root,palno <= 11
trigger1 = parent,stateno = 1700
trigger1 = parent,movetype != H
trigger1 = parent,time = 1
trigger2 = root,palno = 12
trigger2 = root,command = "hold3"
trigger2 = root,command = "a" || root,command = "b" || root,command = "c"
trigger2 = root,command != "623a" && root,command != "623b" && root,command != "623c"
trigger2 = Numhelper(7000) >= 1
trigger2 = helper(7000),var(0) >= 0
trigger2 = (root,stateno != [5000,5999]) || root,movetype != H
value = 1710

[State 7050, 1714]
type = RemoveExplod
trigger1 = 1
ID = 1716
[State 7050, 1714]
type = RemoveExplod
trigger1 = 1
ID = 1717
[State 7050, 1714]
type = RemoveExplod
trigger1 = 1
ID = 1718


[State 7050, 1]
type = changestate
trigger1 = parent,stateno = 180
trigger1 = parent,animelemtime(7) = 0
value = 7053

[State 7050, 1]
type = changestate
trigger1 = parent,stateno = 182
trigger1 = parent,animelemtime(1) = 0
value = 7026

[State 7050, 1]
type = changestate
trigger1 = parent,stateno = 8300 || parent,stateno = 21600
trigger1 = parent,anim = 8300
trigger1 = parent,animelemtime(3) <= 26
value = 8305
;h_cnsで設定


[State 8360, 10]
type = AssertSpecial
trigger1 = parent,stateno = 8355 || parent,stateno = 21655
trigger1 = parent,var(20) >= 40
flag = invisible

;---------------------
;梓弓
;---------------------
[State 7050, 3801-1]
type = varset
trigger1 = 1
fv = 5
value = parent,fvar(5)

[State 7050, 3800-1]
type = changestate
trigger1 = parent,stateno = 3800 || parent,stateno = 20800
trigger1 = parent,movetype != H && parent,anim = 3800
value = 3801

[Statedef 3801]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 1

[State 3801, 1]
type = changestate
trigger1 = parent,stateno = 20009
value = 7050

[State 3801, 1]
type = helper
trigger1 = parent,stateno = 3800 || parent,stateno = 20800
trigger1 = parent,movetype != H
trigger1 = parent,animelemtime(3) = 0
trigger1 = Numhelper(3810) = 0
helpertype = normal
name = "ene"
ID = 3810
pos = -32,-167
postype = p1
stateno = 3810
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 3801, 2]
type = changeanim
trigger1 = Numhelper(3810) >= 1
trigger1 = helper(3810),var(1) = 1
value = 3811
persistent = 0

[State 3801, 3]
type = turn
trigger1 = p2dist x < 0

[State 3801, 4]
type = changestate
trigger1 = anim = 3811
trigger1 = Numhelper(3810) = 0
value = 7050



;----------------------------
;3A/3B/3C
;----------------------------
[Statedef 1710]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 1
anim = 1710+ifelse(root,palno <=11,parent,var(20),0)

[State 1710, 1]
type = changeanim
trigger1 = time = 0
trigger1 = root,palno = 12
value = 1710+ifelse(root,command = "a",1,ifelse(root,command = "b",2,3))
persistent = 0

[State 1710, 1]
type = turn
trigger1 = facing != parent,facing

[State 1710, 1]
type = varadd
trigger1 = 1
v = 1
value = 1

[State 1710, PlaySnd]
type = PlaySnd
trigger1 = var(1) = 8
value = S1,7
channel = 1
volume = var(21)

[State 1710, 2]
type = velset
trigger1 = anim = 1711
trigger1 = var(1) >= 8
x = 10
y = 4

[State 1710, 2]
type = velset
trigger1 = anim = 1712
trigger1 = var(1) >= 8
x = 10

[State 1710, 3]
type = velset
trigger1 = anim = 1713
trigger1 = var(1) >= 8
x = 8
y = -10

[State 1710, 3]
type = Explod
trigger1 = var(1) >= 8
trigger1 = NumExplod(anim+5) = 0
trigger1 = anim != 1714
anim = anim+5
ID = anim+5
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent = 0

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1


[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 1710, 1]
type = HitDef
trigger1 = animelemno(0) >= 3
attr = A,NP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = ceil(80*ifelse(root,palno=12,1.5,1))
getpower = ceil(root,fvar(5)*88)*ifelse(root,var(1)=11,0,1), 94*ifelse(root,var(1)=11,0,1)
givepower = ceil(root,fvar(5)*63), 32
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, 0
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20
ground.slidetime = 20
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01)
guard.ctrltime = 0
airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -5.5, 0
guard.velocity = -3.5
air.velocity = -0.5, -4
airguard.velocity = -1, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 1710
nochainID = 1710
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 1710, 4];ヒットスパーク
type = Explod
triggerall = NumExplod(6011) = 0
triggerall = enemynear(0),stateno = [5000,5999]
trigger1 = animelemno(0) >= 3
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-45+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1710, 4];ガードスパーク
type = Explod
triggerall = NumExplod(6050) = 0
triggerall = enemynear(0),stateno = [120,155]
trigger1 = animelemno(0) >= 3
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 3A/3B/3C（乗算）]
type = parentvarset
triggerall = root,palno <= 11
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*70)*0.01, ceil(root,fvar(5)*70)*0.01)
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
triggerall = root,palno <= 11
trigger1 = movehit
v = 24
value = 12
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
triggerall = root,palno <= 11
trigger1 = movehit
v = 26
value = -10
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正（12P）
type = ParentVarAdd
triggerall = root,palno = 12
trigger1 = movehit
v = 24
value = ifelse(root,fvar(5)=1,12,0)
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正（12P）
type = ParentVarAdd
triggerall = root,palno = 12
trigger1 = movehit
v = 26
value = ifelse(root,fvar(5)=1,-10,0)
ignorehitpause = 1
persistent = 0

[State -2, 3A/3B/3C（12P）]
type = parentvarset
triggerall = root,palno = 12
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*70)*0.01, ceil(root,fvar(5)*100)*0.01)
persistent = 0


[State 1710, 5]
type = velset
trigger1 = anim = 1711
trigger1 = var(1) = 32 + 7
x = 0
y = 0

[State 1710, 5]
type = changestate
trigger1 = anim = 1711
trigger1 = var(1) = 32 + 7
value = 7050


[State 1710, 5]
type = changeanim
trigger1 = anim = [1712,1713]
trigger1 = var(1) >= 24 + 7
value = 1714
persistent = 0

[State 1710, 5]
type = velmul
trigger1 = anim = 1714
x = 0.95
y = 0.95

[State 1710, 5]
type = velset
trigger1 = anim = 1714
trigger1 = animtime = 0
x = 0
y = 0

[State 1710, 5]
type = changestate
trigger1 = anim = 1714
trigger1 = animtime = 0
value = 7050


[Statedef 7053];勝利
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 2
anim = 7050

[State 7053, 1]
type = posadd
trigger1 = anim = 7050
trigger1 = parentdist x > 40
x = ifelse(parentdist x < 45,1,2)

[State 7053, 1]
type = posadd
trigger1 = anim = 7050
trigger1 = parentdist x < 40
x = ifelse(parentdist x > 35,-1,-2)

[State 7053, 1]
type = bindtoparent
trigger1 = anim = 7050
trigger1 = parentdist x < 41
trigger1 = parentdist x > 39
pos = -40, -105
persistent = 0



[State 7053, 2]
type = posadd
trigger1 = anim = 7050
trigger1 = parentdist x = 40
trigger1 = parentdist y > 0
y = ifelse(parentdist y < 5,1,2)

[State 7053, 2]
type = posadd
trigger1 = anim = 7050
trigger1 = parentdist x = 40
trigger1 = parentdist y < 0
y = ifelse(parentdist y > -5,-1,-2)

[State 7053, 2]
type = posset
trigger1 = pos y >= 0
y = 0

[State 7053, 3]
type = changeanim
trigger1 = pos y = 0
value = 7053
persistent = 0






;==========================================================================================
;******************************************************************************************
;ヒットスパークなど************************************************************************
;******************************************************************************************
;==========================================================================================
;ヒットスパーク・強攻撃などの時の線
[Statedef 6030]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 6
anim = 6030

[State 6030, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 6030, 2]
type = Trans
trigger1 = 1
trans = add

[State 6030, 3]
type = varrandom
trigger1 = time = 0
v = 0
range = 1, 72
persistent = 0

[State 6030, 3]
type = angledraw
trigger1 = 1
value = var(0)*5;(random%72)*5

[State 6030, 4]
type = destroyself
trigger1 = animtime = 0



;必殺技などの時のくるくる回る線
[Statedef 6040]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 6
anim = 6040

[State 6040, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 6040, 2]
type = Trans
trigger1 = 1
trans = add

[State 6040, 3]
type = varrandom
trigger1 = time = 0
v = 0
range = 1, 72
persistent = 0

[State 6040, 3]
type = angledraw
trigger1 = 1
scale = 0.5,0.5
value = var(0)*5;(random%72)*5


[State 3350, 2];ヒットスパーク（草）
type = Explod
trigger1 = NumTarget(3300) = 0
trigger1 = parent,stateno = 3350
trigger1 = time = 0
anim = 6041
ID = 6041
pos = 0+random%10,0+random%5
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3350, 2];ヒットスパーク（草）
type = Explod
trigger1 = NumTarget(3300) = 0
trigger1 = parent,stateno = 3350
trigger1 = time = 0
anim = 6044
ID = 6044
pos = 0+random%10,0+random%5
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 6040, 3]
type = BindToTarget
trigger1 = parent,stateno = 3350
trigger1 = NumTarget(3300) >= 1
ID = 3300
pos = -45,-15

[State 6040, 3]
type = BindToTarget
trigger1 = parent,stateno = 8000
trigger1 = NumTarget(8002) >= 1
ID = 8002
pos = 0,-60

[State 6040, 4]
type = destroyself
trigger1 = animtime = 0


;相殺用ヘルパー
[Statedef 6100]
type = A
movetype = A
physics = N
anim = 7000
velset = 0,0

[State 6100, 1]
type = BindToParent
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 6100, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 6100, 3]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 6100, 4]
type = changeanim
trigger1 = parent,stateno = 2401
value = 2304
persistent = 0

[State 6100, 5]
type = HitOverride
trigger1 = 1
attr = ,AA,AP
stateno = 6101
ignorehitpause = 1

[State 6100, 6]
type = destroyself
trigger1 = anim = 2304
trigger1 = animelemtime(1) >= 21


[Statedef 6101]
type = A
movetype = I
physics = N
anim = 7000
velset = 0,0

[State 6101, 1]
type = BindToParent
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 6101, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 6101, 3]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6101, 3]
type = SuperPause
trigger1 = time = 0
time = 30
anim = 6060
;sound = S100,1
pos = 20,-40-random%20
movetime = 30
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1
ignorehitpause = 1
persistent = 0

[State 6101, 6]
type = destroyself
trigger1 = time = 30









;杖術・魂極（ドレインエフェクト）
[Statedef 3353]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 6
anim = 3353

[state 3353, 1]
type = turn
trigger1 = time = 0
trigger1 = facing != root,facing
persistent = 0

[State 3353, 1]
type = velset
trigger1 = time = 0
trigger1 = pos y != enemynear(0),const(size.mid.pos.y)
x = -2 + random%7 + random%10*0.1
y = ifelse(pos y < enemynear(0),const(size.mid.pos.y),-1*random%7,random%7)
persistent = 0

[State 3353, 1]
type = velset
trigger1 = time = 0
trigger1 = pos y = enemynear(0),const(size.mid.pos.y)
x = -2 + random%7 + random%10*0.1
y = 0
persistent = 0

[State 3353, 2]
type = velmul
trigger1 = time <= 16
x = 0.97
y = 0.96

[State 3353, 3]
type = velset
trigger1 = time = 17
x = 0
y = 0

[State 3353, 3]
type = posadd
triggerall = time >= 17
trigger1 = parentdist x < 10
x = -4

[State 3353, 3]
type = posadd
trigger1 = time >= 17
trigger1 = parent,const(size.head.pos.y)-((parent,const(size.head.pos.y)-parent,const(size.mid.pos.y))/2) - pos y != [-1,1]
y = ifelse(parent,const(size.head.pos.y)-((parent,const(size.head.pos.y)-parent,const(size.mid.pos.y))/2) < pos y , -1.3,1.3)

[State 3353, 3]
type = destroyself
trigger1 = root,animelemtime(54) >= 1



;五百重波の時のふすみのエフェクト
[Statedef 1719]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 6
anim = 1719

[State 1719, 1]
type = changeanim
trigger1 = time = 0
trigger1 = Ishelper(1720) = 1
value = 1720
persistent = 0

[State 1719, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1719, 2]
type = Trans
trigger1 = 1
trans = add
[State 1719, 3]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 1719, 3]
type = angledraw
trigger1 = 1
value = ifelse(Ishelper(1719) = 1,-90,90)

[State 1719, 4]
type = destroyself
trigger1 = animtime = 0




;相殺エフェクト
[Statedef 6060]
type = A
movetype = I
physics = N
anim = 6061
velset = 0,0
sprpriority = 5

[State 6060, 1]
type = varrandom
trigger1 = time = 0
v = 0
range = 0,359
persistent = 0

[State 6060, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6060, 2];エフェクト
type = Explod
trigger1 = time = 0
anim = 6060
ID = 6060
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 6060, 3]
type = trans
trigger1 = 1
trans = add

[State 6060, 4]
type = Angledraw
trigger1 = 1
value = var(0)

[State 6060, 5]
type = destroyself
trigger1 = animtime = 0


